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GPUImage for Android

LicenseDownloadMaven CentralBuild Status

Idea from: iOS GPUImage framework

Goal is to have something as similar to GPUImage as possible. Vertex and fragment shaders are exactly the same. That way it makes it easier to port filters from GPUImage iOS to Android.

Requirements

  • Android 2.2 or higher (OpenGL ES 2.0)

Usage

Gradle dependency

repositories {
mavenCentral()
}
dependencies {
implementation 'jp.co.cyberagent.android:gpuimage:2.x.x'
}

Sample Code

With preview:

Java:

@OverridepublicvoidonCreate(finalBundlesavedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity);
UriimageUri = ...;
gpuImage = newGPUImage(this);
gpuImage.setGLSurfaceView((GLSurfaceView) findViewById(R.id.surfaceView));
gpuImage.setImage(imageUri); // this loads image on the current thread, should be run in a threadgpuImage.setFilter(newGPUImageSepiaFilter());
// Later when image should be saved saved:gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImage =GPUImage(this)
gpuImage.setGLSurfaceView(findViewById<GLSurfaceView>(R.id.surfaceView))
gpuImage.setImage(imageUri) // this loads image on the current thread, should be run in a thread
gpuImage.setFilter(GPUImageSepiaFilter())
// Later when image should be saved saved:
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Using GPUImageView

<jp.co.cyberagent.android.gpuimage.GPUImageView
android:id="@+id/gpuimageview"android:layout_width="match_parent"android:layout_height="match_parent"app:gpuimage_show_loading="false"app:gpuimage_surface_type="texture_view" /> <!-- surface_view or texture_view -->

Java:

@OverridepublicvoidonCreate(finalBundlesavedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity);
UriimageUri = ...;
gpuImageView = findViewById(R.id.gpuimageview);
gpuImageView.setImage(imageUri); // this loads image on the current thread, should be run in a threadgpuImageView.setFilter(newGPUImageSepiaFilter());
// Later when image should be saved saved:gpuImageView.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImageView = findViewById<GPUImageView>(R.id.gpuimageview)
gpuImageView.setImage(imageUri) // this loads image on the current thread, should be run in a thread
gpuImageView.setFilter(GPUImageSepiaFilter())
// Later when image should be saved saved:
gpuImageView.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Without preview:

Java:

publicvoidonCreate(finalBundlesavedInstanceState) {
publicvoidonCreate(finalBundlesavedInstanceState) {
UriimageUri = ...;
gpuImage = newGPUImage(context);
gpuImage.setFilter(newGPUImageSobelEdgeDetection());
gpuImage.setImage(imageUri);
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImage =GPUImage(this)
gpuImage.setFilter(GPUImageSepiaFilter())
gpuImage.setImage(imageUri)
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Support status of GPUImage for iOS shaders

  • Saturation
  • Contrast
  • Brightness
  • Levels
  • Exposure
  • RGB
  • RGB Diation
  • Hue
  • White Balance
  • Monochrome
  • False Color
  • Sharpen
  • Unsharp Mask
  • Transform Operation
  • Crop
  • Gamma
  • Highlights and Shadows
  • Haze
  • Sepia Tone
  • Amatorka
  • Miss Etikate
  • Soft Elegance
  • Color Inversion
  • Solarize
  • Vibrance
  • Highlight and Shadow Tint
  • Luminance
  • Luminance Threshold
  • Average Color
  • Average Luminance
  • Average Luminance Threshold
  • Adaptive Threshold
  • Polar Pixellate
  • Pixellate
  • Polka Dot
  • Halftone
  • Crosshatch
  • Sobel Edge Detection
  • Prewitt Edge Detection
  • Canny Edge Detection
  • Threshold Sobel EdgeDetection
  • Harris Corner Detector
  • Noble Corner Detector
  • Shi Tomasi Feature Detector
  • Colour FAST Feature Detector
  • Low Pass Filter
  • High Pass Filter
  • Sketch Filter
  • Threshold Sketch Filter
  • Toon Filter
  • SmoothToon Filter
  • Tilt Shift
  • CGA Colorspace Filter
  • Posterize
  • Convolution 3x3
  • Emboss Filter
  • Laplacian
  • Chroma Keying
  • Kuwahara Filter
  • Kuwahara Radius3 Filter
  • Vignette
  • Gaussian Blur
  • Box Blur
  • Bilateral Blur
  • Motion Blur
  • Zoom Blur
  • iOS Blur
  • Median Filter
  • Swirl Distortion
  • Bulge Distortion
  • Pinch Distortion
  • Sphere Refraction
  • Glass Sphere Refraction
  • Stretch Distortion
  • Dilation
  • Erosion
  • Opening Filter
  • Closing Filter
  • Local Binary Pattern
  • Color Local Binary Pattern
  • Dissolve Blend
  • Chroma Key Blend
  • Add Blend
  • Divide Blend
  • Multiply Blend
  • Overlay Blend
  • Lighten Blend
  • Darken Blend
  • Color Burn Blend
  • Color Dodge Blend
  • Linear Burn Blend
  • Screen Blend
  • Difference Blend
  • Subtract Blend
  • Exclusion Blend
  • HardLight Blend
  • SoftLight Blend
  • Color Blend
  • Hue Blend
  • Saturation Blend
  • Luminosity Blend
  • Normal Blend
  • Source Over Blend
  • Alpha Blend
  • Non Maximum Suppression
  • Thresholded Non Maximum Suppression
  • Directional Non Maximum Suppression
  • Opacity
  • Weak Pixel Inclusion Filter
  • Color Matrix
  • Directional Sobel Edge Detection
  • Lookup
  • Tone Curve (*.acv files)

Others

  • Texture 3x3
  • Gray Scale

Gradle

Make sure that you run the clean target when using maven.

gradle clean assemble

License

Copyright 2018 CyberAgent, Inc.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

About

Android filters based on OpenGL (idea from GPUImage for iOS)

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Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content
This repository was archived by the owner on Aug 23, 2026. It is now read-only.

Repository files navigation

GPUImage for Android

LicenseDownloadMaven CentralBuild Status

Idea from: iOS GPUImage framework

Goal is to have something as similar to GPUImage as possible. Vertex and fragment shaders are exactly the same. That way it makes it easier to port filters from GPUImage iOS to Android.

Requirements

  • Android 2.2 or higher (OpenGL ES 2.0)

Usage

Gradle dependency

repositories {
mavenCentral()
}
dependencies {
implementation 'jp.co.cyberagent.android:gpuimage:2.x.x'
}

Sample Code

With preview:

Java:

@OverridepublicvoidonCreate(finalBundlesavedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity);
UriimageUri = ...;
gpuImage = newGPUImage(this);
gpuImage.setGLSurfaceView((GLSurfaceView) findViewById(R.id.surfaceView));
gpuImage.setImage(imageUri); // this loads image on the current thread, should be run in a threadgpuImage.setFilter(newGPUImageSepiaFilter());
// Later when image should be saved saved:gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImage =GPUImage(this)
gpuImage.setGLSurfaceView(findViewById<GLSurfaceView>(R.id.surfaceView))
gpuImage.setImage(imageUri) // this loads image on the current thread, should be run in a thread
gpuImage.setFilter(GPUImageSepiaFilter())
// Later when image should be saved saved:
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Using GPUImageView

<jp.co.cyberagent.android.gpuimage.GPUImageView
android:id="@+id/gpuimageview"android:layout_width="match_parent"android:layout_height="match_parent"app:gpuimage_show_loading="false"app:gpuimage_surface_type="texture_view" /> <!-- surface_view or texture_view -->

Java:

@OverridepublicvoidonCreate(finalBundlesavedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity);
UriimageUri = ...;
gpuImageView = findViewById(R.id.gpuimageview);
gpuImageView.setImage(imageUri); // this loads image on the current thread, should be run in a threadgpuImageView.setFilter(newGPUImageSepiaFilter());
// Later when image should be saved saved:gpuImageView.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImageView = findViewById<GPUImageView>(R.id.gpuimageview)
gpuImageView.setImage(imageUri) // this loads image on the current thread, should be run in a thread
gpuImageView.setFilter(GPUImageSepiaFilter())
// Later when image should be saved saved:
gpuImageView.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Without preview:

Java:

publicvoidonCreate(finalBundlesavedInstanceState) {
publicvoidonCreate(finalBundlesavedInstanceState) {
UriimageUri = ...;
gpuImage = newGPUImage(context);
gpuImage.setFilter(newGPUImageSobelEdgeDetection());
gpuImage.setImage(imageUri);
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImage =GPUImage(this)
gpuImage.setFilter(GPUImageSepiaFilter())
gpuImage.setImage(imageUri)
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Support status of GPUImage for iOS shaders

  • Saturation
  • Contrast
  • Brightness
  • Levels
  • Exposure
  • RGB
  • RGB Diation
  • Hue
  • White Balance
  • Monochrome
  • False Color
  • Sharpen
  • Unsharp Mask
  • Transform Operation
  • Crop
  • Gamma
  • Highlights and Shadows
  • Haze
  • Sepia Tone
  • Amatorka
  • Miss Etikate
  • Soft Elegance
  • Color Inversion
  • Solarize
  • Vibrance
  • Highlight and Shadow Tint
  • Luminance
  • Luminance Threshold
  • Average Color
  • Average Luminance
  • Average Luminance Threshold
  • Adaptive Threshold
  • Polar Pixellate
  • Pixellate
  • Polka Dot
  • Halftone
  • Crosshatch
  • Sobel Edge Detection
  • Prewitt Edge Detection
  • Canny Edge Detection
  • Threshold Sobel EdgeDetection
  • Harris Corner Detector
  • Noble Corner Detector
  • Shi Tomasi Feature Detector
  • Colour FAST Feature Detector
  • Low Pass Filter
  • High Pass Filter
  • Sketch Filter
  • Threshold Sketch Filter
  • Toon Filter
  • SmoothToon Filter
  • Tilt Shift
  • CGA Colorspace Filter
  • Posterize
  • Convolution 3x3
  • Emboss Filter
  • Laplacian
  • Chroma Keying
  • Kuwahara Filter
  • Kuwahara Radius3 Filter
  • Vignette
  • Gaussian Blur
  • Box Blur
  • Bilateral Blur
  • Motion Blur
  • Zoom Blur
  • iOS Blur
  • Median Filter
  • Swirl Distortion
  • Bulge Distortion
  • Pinch Distortion
  • Sphere Refraction
  • Glass Sphere Refraction
  • Stretch Distortion
  • Dilation
  • Erosion
  • Opening Filter
  • Closing Filter
  • Local Binary Pattern
  • Color Local Binary Pattern
  • Dissolve Blend
  • Chroma Key Blend
  • Add Blend
  • Divide Blend
  • Multiply Blend
  • Overlay Blend
  • Lighten Blend
  • Darken Blend
  • Color Burn Blend
  • Color Dodge Blend
  • Linear Burn Blend
  • Screen Blend
  • Difference Blend
  • Subtract Blend
  • Exclusion Blend
  • HardLight Blend
  • SoftLight Blend
  • Color Blend
  • Hue Blend
  • Saturation Blend
  • Luminosity Blend
  • Normal Blend
  • Source Over Blend
  • Alpha Blend
  • Non Maximum Suppression
  • Thresholded Non Maximum Suppression
  • Directional Non Maximum Suppression
  • Opacity
  • Weak Pixel Inclusion Filter
  • Color Matrix
  • Directional Sobel Edge Detection
  • Lookup
  • Tone Curve (*.acv files)

Others

  • Texture 3x3
  • Gray Scale

Gradle

Make sure that you run the clean target when using maven.

gradle clean assemble

License

Copyright 2018 CyberAgent, Inc.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

About

Android filters based on OpenGL (idea from GPUImage for iOS)

Topics

Resources

Code of conduct

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Sponsor this project

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
This repository was archived by the owner on Aug 23, 2026. It is now read-only.

Repository files navigation

GPUImage for Android

LicenseDownloadMaven CentralBuild Status

Idea from: iOS GPUImage framework

Goal is to have something as similar to GPUImage as possible. Vertex and fragment shaders are exactly the same. That way it makes it easier to port filters from GPUImage iOS to Android.

Requirements

  • Android 2.2 or higher (OpenGL ES 2.0)

Usage

Gradle dependency

repositories {
mavenCentral()
}
dependencies {
implementation 'jp.co.cyberagent.android:gpuimage:2.x.x'
}

Sample Code

With preview:

Java:

@OverridepublicvoidonCreate(finalBundlesavedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity);
UriimageUri = ...;
gpuImage = newGPUImage(this);
gpuImage.setGLSurfaceView((GLSurfaceView) findViewById(R.id.surfaceView));
gpuImage.setImage(imageUri); // this loads image on the current thread, should be run in a threadgpuImage.setFilter(newGPUImageSepiaFilter());
// Later when image should be saved saved:gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImage =GPUImage(this)
gpuImage.setGLSurfaceView(findViewById<GLSurfaceView>(R.id.surfaceView))
gpuImage.setImage(imageUri) // this loads image on the current thread, should be run in a thread
gpuImage.setFilter(GPUImageSepiaFilter())
// Later when image should be saved saved:
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Using GPUImageView

<jp.co.cyberagent.android.gpuimage.GPUImageView
android:id="@+id/gpuimageview"android:layout_width="match_parent"android:layout_height="match_parent"app:gpuimage_show_loading="false"app:gpuimage_surface_type="texture_view" /> <!-- surface_view or texture_view -->

Java:

@OverridepublicvoidonCreate(finalBundlesavedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity);
UriimageUri = ...;
gpuImageView = findViewById(R.id.gpuimageview);
gpuImageView.setImage(imageUri); // this loads image on the current thread, should be run in a threadgpuImageView.setFilter(newGPUImageSepiaFilter());
// Later when image should be saved saved:gpuImageView.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImageView = findViewById<GPUImageView>(R.id.gpuimageview)
gpuImageView.setImage(imageUri) // this loads image on the current thread, should be run in a thread
gpuImageView.setFilter(GPUImageSepiaFilter())
// Later when image should be saved saved:
gpuImageView.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Without preview:

Java:

publicvoidonCreate(finalBundlesavedInstanceState) {
publicvoidonCreate(finalBundlesavedInstanceState) {
UriimageUri = ...;
gpuImage = newGPUImage(context);
gpuImage.setFilter(newGPUImageSobelEdgeDetection());
gpuImage.setImage(imageUri);
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImage =GPUImage(this)
gpuImage.setFilter(GPUImageSepiaFilter())
gpuImage.setImage(imageUri)
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Support status of GPUImage for iOS shaders

  • Saturation
  • Contrast
  • Brightness
  • Levels
  • Exposure
  • RGB
  • RGB Diation
  • Hue
  • White Balance
  • Monochrome
  • False Color
  • Sharpen
  • Unsharp Mask
  • Transform Operation
  • Crop
  • Gamma
  • Highlights and Shadows
  • Haze
  • Sepia Tone
  • Amatorka
  • Miss Etikate
  • Soft Elegance
  • Color Inversion
  • Solarize
  • Vibrance
  • Highlight and Shadow Tint
  • Luminance
  • Luminance Threshold
  • Average Color
  • Average Luminance
  • Average Luminance Threshold
  • Adaptive Threshold
  • Polar Pixellate
  • Pixellate
  • Polka Dot
  • Halftone
  • Crosshatch
  • Sobel Edge Detection
  • Prewitt Edge Detection
  • Canny Edge Detection
  • Threshold Sobel EdgeDetection
  • Harris Corner Detector
  • Noble Corner Detector
  • Shi Tomasi Feature Detector
  • Colour FAST Feature Detector
  • Low Pass Filter
  • High Pass Filter
  • Sketch Filter
  • Threshold Sketch Filter
  • Toon Filter
  • SmoothToon Filter
  • Tilt Shift
  • CGA Colorspace Filter
  • Posterize
  • Convolution 3x3
  • Emboss Filter
  • Laplacian
  • Chroma Keying
  • Kuwahara Filter
  • Kuwahara Radius3 Filter
  • Vignette
  • Gaussian Blur
  • Box Blur
  • Bilateral Blur
  • Motion Blur
  • Zoom Blur
  • iOS Blur
  • Median Filter
  • Swirl Distortion
  • Bulge Distortion
  • Pinch Distortion
  • Sphere Refraction
  • Glass Sphere Refraction
  • Stretch Distortion
  • Dilation
  • Erosion
  • Opening Filter
  • Closing Filter
  • Local Binary Pattern
  • Color Local Binary Pattern
  • Dissolve Blend
  • Chroma Key Blend
  • Add Blend
  • Divide Blend
  • Multiply Blend
  • Overlay Blend
  • Lighten Blend
  • Darken Blend
  • Color Burn Blend
  • Color Dodge Blend
  • Linear Burn Blend
  • Screen Blend
  • Difference Blend
  • Subtract Blend
  • Exclusion Blend
  • HardLight Blend
  • SoftLight Blend
  • Color Blend
  • Hue Blend
  • Saturation Blend
  • Luminosity Blend
  • Normal Blend
  • Source Over Blend
  • Alpha Blend
  • Non Maximum Suppression
  • Thresholded Non Maximum Suppression
  • Directional Non Maximum Suppression
  • Opacity
  • Weak Pixel Inclusion Filter
  • Color Matrix
  • Directional Sobel Edge Detection
  • Lookup
  • Tone Curve (*.acv files)

Others

  • Texture 3x3
  • Gray Scale

Gradle

Make sure that you run the clean target when using maven.

gradle clean assemble

License

Copyright 2018 CyberAgent, Inc.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

About

Android filters based on OpenGL (idea from GPUImage for iOS)

Topics

Resources

Code of conduct

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Sponsor this project

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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GPUImage for Android

LicenseDownloadMaven CentralBuild Status

Idea from: iOS GPUImage framework

Goal is to have something as similar to GPUImage as possible. Vertex and fragment shaders are exactly the same. That way it makes it easier to port filters from GPUImage iOS to Android.

Requirements

  • Android 2.2 or higher (OpenGL ES 2.0)

Usage

Gradle dependency

repositories {
mavenCentral()
}
dependencies {
implementation 'jp.co.cyberagent.android:gpuimage:2.x.x'
}

Sample Code

With preview:

Java:

@OverridepublicvoidonCreate(finalBundlesavedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity);
UriimageUri = ...;
gpuImage = newGPUImage(this);
gpuImage.setGLSurfaceView((GLSurfaceView) findViewById(R.id.surfaceView));
gpuImage.setImage(imageUri); // this loads image on the current thread, should be run in a threadgpuImage.setFilter(newGPUImageSepiaFilter());
// Later when image should be saved saved:gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImage =GPUImage(this)
gpuImage.setGLSurfaceView(findViewById<GLSurfaceView>(R.id.surfaceView))
gpuImage.setImage(imageUri) // this loads image on the current thread, should be run in a thread
gpuImage.setFilter(GPUImageSepiaFilter())
// Later when image should be saved saved:
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Using GPUImageView

<jp.co.cyberagent.android.gpuimage.GPUImageView
android:id="@+id/gpuimageview"android:layout_width="match_parent"android:layout_height="match_parent"app:gpuimage_show_loading="false"app:gpuimage_surface_type="texture_view" /> <!-- surface_view or texture_view -->

Java:

@OverridepublicvoidonCreate(finalBundlesavedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity);
UriimageUri = ...;
gpuImageView = findViewById(R.id.gpuimageview);
gpuImageView.setImage(imageUri); // this loads image on the current thread, should be run in a threadgpuImageView.setFilter(newGPUImageSepiaFilter());
// Later when image should be saved saved:gpuImageView.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImageView = findViewById<GPUImageView>(R.id.gpuimageview)
gpuImageView.setImage(imageUri) // this loads image on the current thread, should be run in a thread
gpuImageView.setFilter(GPUImageSepiaFilter())
// Later when image should be saved saved:
gpuImageView.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Without preview:

Java:

publicvoidonCreate(finalBundlesavedInstanceState) {
publicvoidonCreate(finalBundlesavedInstanceState) {
UriimageUri = ...;
gpuImage = newGPUImage(context);
gpuImage.setFilter(newGPUImageSobelEdgeDetection());
gpuImage.setImage(imageUri);
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImage =GPUImage(this)
gpuImage.setFilter(GPUImageSepiaFilter())
gpuImage.setImage(imageUri)
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Support status of GPUImage for iOS shaders

  • Saturation
  • Contrast
  • Brightness
  • Levels
  • Exposure
  • RGB
  • RGB Diation
  • Hue
  • White Balance
  • Monochrome
  • False Color
  • Sharpen
  • Unsharp Mask
  • Transform Operation
  • Crop
  • Gamma
  • Highlights and Shadows
  • Haze
  • Sepia Tone
  • Amatorka
  • Miss Etikate
  • Soft Elegance
  • Color Inversion
  • Solarize
  • Vibrance
  • Highlight and Shadow Tint
  • Luminance
  • Luminance Threshold
  • Average Color
  • Average Luminance
  • Average Luminance Threshold
  • Adaptive Threshold
  • Polar Pixellate
  • Pixellate
  • Polka Dot
  • Halftone
  • Crosshatch
  • Sobel Edge Detection
  • Prewitt Edge Detection
  • Canny Edge Detection
  • Threshold Sobel EdgeDetection
  • Harris Corner Detector
  • Noble Corner Detector
  • Shi Tomasi Feature Detector
  • Colour FAST Feature Detector
  • Low Pass Filter
  • High Pass Filter
  • Sketch Filter
  • Threshold Sketch Filter
  • Toon Filter
  • SmoothToon Filter
  • Tilt Shift
  • CGA Colorspace Filter
  • Posterize
  • Convolution 3x3
  • Emboss Filter
  • Laplacian
  • Chroma Keying
  • Kuwahara Filter
  • Kuwahara Radius3 Filter
  • Vignette
  • Gaussian Blur
  • Box Blur
  • Bilateral Blur
  • Motion Blur
  • Zoom Blur
  • iOS Blur
  • Median Filter
  • Swirl Distortion
  • Bulge Distortion
  • Pinch Distortion
  • Sphere Refraction
  • Glass Sphere Refraction
  • Stretch Distortion
  • Dilation
  • Erosion
  • Opening Filter
  • Closing Filter
  • Local Binary Pattern
  • Color Local Binary Pattern
  • Dissolve Blend
  • Chroma Key Blend
  • Add Blend
  • Divide Blend
  • Multiply Blend
  • Overlay Blend
  • Lighten Blend
  • Darken Blend
  • Color Burn Blend
  • Color Dodge Blend
  • Linear Burn Blend
  • Screen Blend
  • Difference Blend
  • Subtract Blend
  • Exclusion Blend
  • HardLight Blend
  • SoftLight Blend
  • Color Blend
  • Hue Blend
  • Saturation Blend
  • Luminosity Blend
  • Normal Blend
  • Source Over Blend
  • Alpha Blend
  • Non Maximum Suppression
  • Thresholded Non Maximum Suppression
  • Directional Non Maximum Suppression
  • Opacity
  • Weak Pixel Inclusion Filter
  • Color Matrix
  • Directional Sobel Edge Detection
  • Lookup
  • Tone Curve (*.acv files)

Others

  • Texture 3x3
  • Gray Scale

Gradle

Make sure that you run the clean target when using maven.

gradle clean assemble

License

Copyright 2018 CyberAgent, Inc.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

About

Android filters based on OpenGL (idea from GPUImage for iOS)

Topics

Resources

Code of conduct

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Sponsor this project

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content
This repository was archived by the owner on Aug 23, 2026. It is now read-only.

Repository files navigation

GPUImage for Android

LicenseDownloadMaven CentralBuild Status

Idea from: iOS GPUImage framework

Goal is to have something as similar to GPUImage as possible. Vertex and fragment shaders are exactly the same. That way it makes it easier to port filters from GPUImage iOS to Android.

Requirements

  • Android 2.2 or higher (OpenGL ES 2.0)

Usage

Gradle dependency

repositories {
mavenCentral()
}
dependencies {
implementation 'jp.co.cyberagent.android:gpuimage:2.x.x'
}

Sample Code

With preview:

Java:

@OverridepublicvoidonCreate(finalBundlesavedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity);
UriimageUri = ...;
gpuImage = newGPUImage(this);
gpuImage.setGLSurfaceView((GLSurfaceView) findViewById(R.id.surfaceView));
gpuImage.setImage(imageUri); // this loads image on the current thread, should be run in a threadgpuImage.setFilter(newGPUImageSepiaFilter());
// Later when image should be saved saved:gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImage =GPUImage(this)
gpuImage.setGLSurfaceView(findViewById<GLSurfaceView>(R.id.surfaceView))
gpuImage.setImage(imageUri) // this loads image on the current thread, should be run in a thread
gpuImage.setFilter(GPUImageSepiaFilter())
// Later when image should be saved saved:
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Using GPUImageView

<jp.co.cyberagent.android.gpuimage.GPUImageView
android:id="@+id/gpuimageview"android:layout_width="match_parent"android:layout_height="match_parent"app:gpuimage_show_loading="false"app:gpuimage_surface_type="texture_view" /> <!-- surface_view or texture_view -->

Java:

@OverridepublicvoidonCreate(finalBundlesavedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity);
UriimageUri = ...;
gpuImageView = findViewById(R.id.gpuimageview);
gpuImageView.setImage(imageUri); // this loads image on the current thread, should be run in a threadgpuImageView.setFilter(newGPUImageSepiaFilter());
// Later when image should be saved saved:gpuImageView.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImageView = findViewById<GPUImageView>(R.id.gpuimageview)
gpuImageView.setImage(imageUri) // this loads image on the current thread, should be run in a thread
gpuImageView.setFilter(GPUImageSepiaFilter())
// Later when image should be saved saved:
gpuImageView.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Without preview:

Java:

publicvoidonCreate(finalBundlesavedInstanceState) {
publicvoidonCreate(finalBundlesavedInstanceState) {
UriimageUri = ...;
gpuImage = newGPUImage(context);
gpuImage.setFilter(newGPUImageSobelEdgeDetection());
gpuImage.setImage(imageUri);
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImage =GPUImage(this)
gpuImage.setFilter(GPUImageSepiaFilter())
gpuImage.setImage(imageUri)
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Support status of GPUImage for iOS shaders

  • Saturation
  • Contrast
  • Brightness
  • Levels
  • Exposure
  • RGB
  • RGB Diation
  • Hue
  • White Balance
  • Monochrome
  • False Color
  • Sharpen
  • Unsharp Mask
  • Transform Operation
  • Crop
  • Gamma
  • Highlights and Shadows
  • Haze
  • Sepia Tone
  • Amatorka
  • Miss Etikate
  • Soft Elegance
  • Color Inversion
  • Solarize
  • Vibrance
  • Highlight and Shadow Tint
  • Luminance
  • Luminance Threshold
  • Average Color
  • Average Luminance
  • Average Luminance Threshold
  • Adaptive Threshold
  • Polar Pixellate
  • Pixellate
  • Polka Dot
  • Halftone
  • Crosshatch
  • Sobel Edge Detection
  • Prewitt Edge Detection
  • Canny Edge Detection
  • Threshold Sobel EdgeDetection
  • Harris Corner Detector
  • Noble Corner Detector
  • Shi Tomasi Feature Detector
  • Colour FAST Feature Detector
  • Low Pass Filter
  • High Pass Filter
  • Sketch Filter
  • Threshold Sketch Filter
  • Toon Filter
  • SmoothToon Filter
  • Tilt Shift
  • CGA Colorspace Filter
  • Posterize
  • Convolution 3x3
  • Emboss Filter
  • Laplacian
  • Chroma Keying
  • Kuwahara Filter
  • Kuwahara Radius3 Filter
  • Vignette
  • Gaussian Blur
  • Box Blur
  • Bilateral Blur
  • Motion Blur
  • Zoom Blur
  • iOS Blur
  • Median Filter
  • Swirl Distortion
  • Bulge Distortion
  • Pinch Distortion
  • Sphere Refraction
  • Glass Sphere Refraction
  • Stretch Distortion
  • Dilation
  • Erosion
  • Opening Filter
  • Closing Filter
  • Local Binary Pattern
  • Color Local Binary Pattern
  • Dissolve Blend
  • Chroma Key Blend
  • Add Blend
  • Divide Blend
  • Multiply Blend
  • Overlay Blend
  • Lighten Blend
  • Darken Blend
  • Color Burn Blend
  • Color Dodge Blend
  • Linear Burn Blend
  • Screen Blend
  • Difference Blend
  • Subtract Blend
  • Exclusion Blend
  • HardLight Blend
  • SoftLight Blend
  • Color Blend
  • Hue Blend
  • Saturation Blend
  • Luminosity Blend
  • Normal Blend
  • Source Over Blend
  • Alpha Blend
  • Non Maximum Suppression
  • Thresholded Non Maximum Suppression
  • Directional Non Maximum Suppression
  • Opacity
  • Weak Pixel Inclusion Filter
  • Color Matrix
  • Directional Sobel Edge Detection
  • Lookup
  • Tone Curve (*.acv files)

Others

  • Texture 3x3
  • Gray Scale

Gradle

Make sure that you run the clean target when using maven.

gradle clean assemble

License

Copyright 2018 CyberAgent, Inc.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

About

Android filters based on OpenGL (idea from GPUImage for iOS)

Topics

Resources

Code of conduct

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Sponsor this project

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
This repository was archived by the owner on Aug 23, 2026. It is now read-only.

Repository files navigation

GPUImage for Android

LicenseDownloadMaven CentralBuild Status

Idea from: iOS GPUImage framework

Goal is to have something as similar to GPUImage as possible. Vertex and fragment shaders are exactly the same. That way it makes it easier to port filters from GPUImage iOS to Android.

Requirements

  • Android 2.2 or higher (OpenGL ES 2.0)

Usage

Gradle dependency

repositories {
mavenCentral()
}
dependencies {
implementation 'jp.co.cyberagent.android:gpuimage:2.x.x'
}

Sample Code

With preview:

Java:

@OverridepublicvoidonCreate(finalBundlesavedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity);
UriimageUri = ...;
gpuImage = newGPUImage(this);
gpuImage.setGLSurfaceView((GLSurfaceView) findViewById(R.id.surfaceView));
gpuImage.setImage(imageUri); // this loads image on the current thread, should be run in a threadgpuImage.setFilter(newGPUImageSepiaFilter());
// Later when image should be saved saved:gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImage =GPUImage(this)
gpuImage.setGLSurfaceView(findViewById<GLSurfaceView>(R.id.surfaceView))
gpuImage.setImage(imageUri) // this loads image on the current thread, should be run in a thread
gpuImage.setFilter(GPUImageSepiaFilter())
// Later when image should be saved saved:
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Using GPUImageView

<jp.co.cyberagent.android.gpuimage.GPUImageView
android:id="@+id/gpuimageview"android:layout_width="match_parent"android:layout_height="match_parent"app:gpuimage_show_loading="false"app:gpuimage_surface_type="texture_view" /> <!-- surface_view or texture_view -->

Java:

@OverridepublicvoidonCreate(finalBundlesavedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity);
UriimageUri = ...;
gpuImageView = findViewById(R.id.gpuimageview);
gpuImageView.setImage(imageUri); // this loads image on the current thread, should be run in a threadgpuImageView.setFilter(newGPUImageSepiaFilter());
// Later when image should be saved saved:gpuImageView.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImageView = findViewById<GPUImageView>(R.id.gpuimageview)
gpuImageView.setImage(imageUri) // this loads image on the current thread, should be run in a thread
gpuImageView.setFilter(GPUImageSepiaFilter())
// Later when image should be saved saved:
gpuImageView.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Without preview:

Java:

publicvoidonCreate(finalBundlesavedInstanceState) {
publicvoidonCreate(finalBundlesavedInstanceState) {
UriimageUri = ...;
gpuImage = newGPUImage(context);
gpuImage.setFilter(newGPUImageSobelEdgeDetection());
gpuImage.setImage(imageUri);
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImage =GPUImage(this)
gpuImage.setFilter(GPUImageSepiaFilter())
gpuImage.setImage(imageUri)
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Support status of GPUImage for iOS shaders

  • Saturation
  • Contrast
  • Brightness
  • Levels
  • Exposure
  • RGB
  • RGB Diation
  • Hue
  • White Balance
  • Monochrome
  • False Color
  • Sharpen
  • Unsharp Mask
  • Transform Operation
  • Crop
  • Gamma
  • Highlights and Shadows
  • Haze
  • Sepia Tone
  • Amatorka
  • Miss Etikate
  • Soft Elegance
  • Color Inversion
  • Solarize
  • Vibrance
  • Highlight and Shadow Tint
  • Luminance
  • Luminance Threshold
  • Average Color
  • Average Luminance
  • Average Luminance Threshold
  • Adaptive Threshold
  • Polar Pixellate
  • Pixellate
  • Polka Dot
  • Halftone
  • Crosshatch
  • Sobel Edge Detection
  • Prewitt Edge Detection
  • Canny Edge Detection
  • Threshold Sobel EdgeDetection
  • Harris Corner Detector
  • Noble Corner Detector
  • Shi Tomasi Feature Detector
  • Colour FAST Feature Detector
  • Low Pass Filter
  • High Pass Filter
  • Sketch Filter
  • Threshold Sketch Filter
  • Toon Filter
  • SmoothToon Filter
  • Tilt Shift
  • CGA Colorspace Filter
  • Posterize
  • Convolution 3x3
  • Emboss Filter
  • Laplacian
  • Chroma Keying
  • Kuwahara Filter
  • Kuwahara Radius3 Filter
  • Vignette
  • Gaussian Blur
  • Box Blur
  • Bilateral Blur
  • Motion Blur
  • Zoom Blur
  • iOS Blur
  • Median Filter
  • Swirl Distortion
  • Bulge Distortion
  • Pinch Distortion
  • Sphere Refraction
  • Glass Sphere Refraction
  • Stretch Distortion
  • Dilation
  • Erosion
  • Opening Filter
  • Closing Filter
  • Local Binary Pattern
  • Color Local Binary Pattern
  • Dissolve Blend
  • Chroma Key Blend
  • Add Blend
  • Divide Blend
  • Multiply Blend
  • Overlay Blend
  • Lighten Blend
  • Darken Blend
  • Color Burn Blend
  • Color Dodge Blend
  • Linear Burn Blend
  • Screen Blend
  • Difference Blend
  • Subtract Blend
  • Exclusion Blend
  • HardLight Blend
  • SoftLight Blend
  • Color Blend
  • Hue Blend
  • Saturation Blend
  • Luminosity Blend
  • Normal Blend
  • Source Over Blend
  • Alpha Blend
  • Non Maximum Suppression
  • Thresholded Non Maximum Suppression
  • Directional Non Maximum Suppression
  • Opacity
  • Weak Pixel Inclusion Filter
  • Color Matrix
  • Directional Sobel Edge Detection
  • Lookup
  • Tone Curve (*.acv files)

Others

  • Texture 3x3
  • Gray Scale

Gradle

Make sure that you run the clean target when using maven.

gradle clean assemble

License

Copyright 2018 CyberAgent, Inc.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

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Android filters based on OpenGL (idea from GPUImage for iOS)

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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This repository was archived by the owner on Aug 23, 2026. It is now read-only.

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GPUImage for Android

LicenseDownloadMaven CentralBuild Status

Idea from: iOS GPUImage framework

Goal is to have something as similar to GPUImage as possible. Vertex and fragment shaders are exactly the same. That way it makes it easier to port filters from GPUImage iOS to Android.

Requirements

  • Android 2.2 or higher (OpenGL ES 2.0)

Usage

Gradle dependency

repositories {
mavenCentral()
}
dependencies {
implementation 'jp.co.cyberagent.android:gpuimage:2.x.x'
}

Sample Code

With preview:

Java:

@OverridepublicvoidonCreate(finalBundlesavedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity);
UriimageUri = ...;
gpuImage = newGPUImage(this);
gpuImage.setGLSurfaceView((GLSurfaceView) findViewById(R.id.surfaceView));
gpuImage.setImage(imageUri); // this loads image on the current thread, should be run in a threadgpuImage.setFilter(newGPUImageSepiaFilter());
// Later when image should be saved saved:gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImage =GPUImage(this)
gpuImage.setGLSurfaceView(findViewById<GLSurfaceView>(R.id.surfaceView))
gpuImage.setImage(imageUri) // this loads image on the current thread, should be run in a thread
gpuImage.setFilter(GPUImageSepiaFilter())
// Later when image should be saved saved:
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Using GPUImageView

<jp.co.cyberagent.android.gpuimage.GPUImageView
android:id="@+id/gpuimageview"android:layout_width="match_parent"android:layout_height="match_parent"app:gpuimage_show_loading="false"app:gpuimage_surface_type="texture_view" /> <!-- surface_view or texture_view -->

Java:

@OverridepublicvoidonCreate(finalBundlesavedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity);
UriimageUri = ...;
gpuImageView = findViewById(R.id.gpuimageview);
gpuImageView.setImage(imageUri); // this loads image on the current thread, should be run in a threadgpuImageView.setFilter(newGPUImageSepiaFilter());
// Later when image should be saved saved:gpuImageView.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImageView = findViewById<GPUImageView>(R.id.gpuimageview)
gpuImageView.setImage(imageUri) // this loads image on the current thread, should be run in a thread
gpuImageView.setFilter(GPUImageSepiaFilter())
// Later when image should be saved saved:
gpuImageView.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Without preview:

Java:

publicvoidonCreate(finalBundlesavedInstanceState) {
publicvoidonCreate(finalBundlesavedInstanceState) {
UriimageUri = ...;
gpuImage = newGPUImage(context);
gpuImage.setFilter(newGPUImageSobelEdgeDetection());
gpuImage.setImage(imageUri);
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImage =GPUImage(this)
gpuImage.setFilter(GPUImageSepiaFilter())
gpuImage.setImage(imageUri)
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Support status of GPUImage for iOS shaders

  • Saturation
  • Contrast
  • Brightness
  • Levels
  • Exposure
  • RGB
  • RGB Diation
  • Hue
  • White Balance
  • Monochrome
  • False Color
  • Sharpen
  • Unsharp Mask
  • Transform Operation
  • Crop
  • Gamma
  • Highlights and Shadows
  • Haze
  • Sepia Tone
  • Amatorka
  • Miss Etikate
  • Soft Elegance
  • Color Inversion
  • Solarize
  • Vibrance
  • Highlight and Shadow Tint
  • Luminance
  • Luminance Threshold
  • Average Color
  • Average Luminance
  • Average Luminance Threshold
  • Adaptive Threshold
  • Polar Pixellate
  • Pixellate
  • Polka Dot
  • Halftone
  • Crosshatch
  • Sobel Edge Detection
  • Prewitt Edge Detection
  • Canny Edge Detection
  • Threshold Sobel EdgeDetection
  • Harris Corner Detector
  • Noble Corner Detector
  • Shi Tomasi Feature Detector
  • Colour FAST Feature Detector
  • Low Pass Filter
  • High Pass Filter
  • Sketch Filter
  • Threshold Sketch Filter
  • Toon Filter
  • SmoothToon Filter
  • Tilt Shift
  • CGA Colorspace Filter
  • Posterize
  • Convolution 3x3
  • Emboss Filter
  • Laplacian
  • Chroma Keying
  • Kuwahara Filter
  • Kuwahara Radius3 Filter
  • Vignette
  • Gaussian Blur
  • Box Blur
  • Bilateral Blur
  • Motion Blur
  • Zoom Blur
  • iOS Blur
  • Median Filter
  • Swirl Distortion
  • Bulge Distortion
  • Pinch Distortion
  • Sphere Refraction
  • Glass Sphere Refraction
  • Stretch Distortion
  • Dilation
  • Erosion
  • Opening Filter
  • Closing Filter
  • Local Binary Pattern
  • Color Local Binary Pattern
  • Dissolve Blend
  • Chroma Key Blend
  • Add Blend
  • Divide Blend
  • Multiply Blend
  • Overlay Blend
  • Lighten Blend
  • Darken Blend
  • Color Burn Blend
  • Color Dodge Blend
  • Linear Burn Blend
  • Screen Blend
  • Difference Blend
  • Subtract Blend
  • Exclusion Blend
  • HardLight Blend
  • SoftLight Blend
  • Color Blend
  • Hue Blend
  • Saturation Blend
  • Luminosity Blend
  • Normal Blend
  • Source Over Blend
  • Alpha Blend
  • Non Maximum Suppression
  • Thresholded Non Maximum Suppression
  • Directional Non Maximum Suppression
  • Opacity
  • Weak Pixel Inclusion Filter
  • Color Matrix
  • Directional Sobel Edge Detection
  • Lookup
  • Tone Curve (*.acv files)

Others

  • Texture 3x3
  • Gray Scale

Gradle

Make sure that you run the clean target when using maven.

gradle clean assemble

License

Copyright 2018 CyberAgent, Inc.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

About

Android filters based on OpenGL (idea from GPUImage for iOS)

Topics

Resources

Code of conduct

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Sponsor this project

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content
This repository was archived by the owner on Aug 23, 2026. It is now read-only.

Repository files navigation

GPUImage for Android

LicenseDownloadMaven CentralBuild Status

Idea from: iOS GPUImage framework

Goal is to have something as similar to GPUImage as possible. Vertex and fragment shaders are exactly the same. That way it makes it easier to port filters from GPUImage iOS to Android.

Requirements

  • Android 2.2 or higher (OpenGL ES 2.0)

Usage

Gradle dependency

repositories {
mavenCentral()
}
dependencies {
implementation 'jp.co.cyberagent.android:gpuimage:2.x.x'
}

Sample Code

With preview:

Java:

@OverridepublicvoidonCreate(finalBundlesavedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity);
UriimageUri = ...;
gpuImage = newGPUImage(this);
gpuImage.setGLSurfaceView((GLSurfaceView) findViewById(R.id.surfaceView));
gpuImage.setImage(imageUri); // this loads image on the current thread, should be run in a threadgpuImage.setFilter(newGPUImageSepiaFilter());
// Later when image should be saved saved:gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImage =GPUImage(this)
gpuImage.setGLSurfaceView(findViewById<GLSurfaceView>(R.id.surfaceView))
gpuImage.setImage(imageUri) // this loads image on the current thread, should be run in a thread
gpuImage.setFilter(GPUImageSepiaFilter())
// Later when image should be saved saved:
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Using GPUImageView

<jp.co.cyberagent.android.gpuimage.GPUImageView
android:id="@+id/gpuimageview"android:layout_width="match_parent"android:layout_height="match_parent"app:gpuimage_show_loading="false"app:gpuimage_surface_type="texture_view" /> <!-- surface_view or texture_view -->

Java:

@OverridepublicvoidonCreate(finalBundlesavedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity);
UriimageUri = ...;
gpuImageView = findViewById(R.id.gpuimageview);
gpuImageView.setImage(imageUri); // this loads image on the current thread, should be run in a threadgpuImageView.setFilter(newGPUImageSepiaFilter());
// Later when image should be saved saved:gpuImageView.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImageView = findViewById<GPUImageView>(R.id.gpuimageview)
gpuImageView.setImage(imageUri) // this loads image on the current thread, should be run in a thread
gpuImageView.setFilter(GPUImageSepiaFilter())
// Later when image should be saved saved:
gpuImageView.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Without preview:

Java:

publicvoidonCreate(finalBundlesavedInstanceState) {
publicvoidonCreate(finalBundlesavedInstanceState) {
UriimageUri = ...;
gpuImage = newGPUImage(context);
gpuImage.setFilter(newGPUImageSobelEdgeDetection());
gpuImage.setImage(imageUri);
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null);
}

Kotlin:

publicoverridefunonCreate(savedInstanceState:Bundle?) {
super.onCreate(savedInstanceState)
setContentView(R.layout.activity_gallery)
val imageUri:Uri=...
gpuImage =GPUImage(this)
gpuImage.setFilter(GPUImageSepiaFilter())
gpuImage.setImage(imageUri)
gpuImage.saveToPictures("GPUImage", "ImageWithFilter.jpg", null)
}

Support status of GPUImage for iOS shaders

  • Saturation
  • Contrast
  • Brightness
  • Levels
  • Exposure
  • RGB
  • RGB Diation
  • Hue
  • White Balance
  • Monochrome
  • False Color
  • Sharpen
  • Unsharp Mask
  • Transform Operation
  • Crop
  • Gamma
  • Highlights and Shadows
  • Haze
  • Sepia Tone
  • Amatorka
  • Miss Etikate
  • Soft Elegance
  • Color Inversion
  • Solarize
  • Vibrance
  • Highlight and Shadow Tint
  • Luminance
  • Luminance Threshold
  • Average Color
  • Average Luminance
  • Average Luminance Threshold
  • Adaptive Threshold
  • Polar Pixellate
  • Pixellate
  • Polka Dot
  • Halftone
  • Crosshatch
  • Sobel Edge Detection
  • Prewitt Edge Detection
  • Canny Edge Detection
  • Threshold Sobel EdgeDetection
  • Harris Corner Detector
  • Noble Corner Detector
  • Shi Tomasi Feature Detector
  • Colour FAST Feature Detector
  • Low Pass Filter
  • High Pass Filter
  • Sketch Filter
  • Threshold Sketch Filter
  • Toon Filter
  • SmoothToon Filter
  • Tilt Shift
  • CGA Colorspace Filter
  • Posterize
  • Convolution 3x3
  • Emboss Filter
  • Laplacian
  • Chroma Keying
  • Kuwahara Filter
  • Kuwahara Radius3 Filter
  • Vignette
  • Gaussian Blur
  • Box Blur
  • Bilateral Blur
  • Motion Blur
  • Zoom Blur
  • iOS Blur
  • Median Filter
  • Swirl Distortion
  • Bulge Distortion
  • Pinch Distortion
  • Sphere Refraction
  • Glass Sphere Refraction
  • Stretch Distortion
  • Dilation
  • Erosion
  • Opening Filter
  • Closing Filter
  • Local Binary Pattern
  • Color Local Binary Pattern
  • Dissolve Blend
  • Chroma Key Blend
  • Add Blend
  • Divide Blend
  • Multiply Blend
  • Overlay Blend
  • Lighten Blend
  • Darken Blend
  • Color Burn Blend
  • Color Dodge Blend
  • Linear Burn Blend
  • Screen Blend
  • Difference Blend
  • Subtract Blend
  • Exclusion Blend
  • HardLight Blend
  • SoftLight Blend
  • Color Blend
  • Hue Blend
  • Saturation Blend
  • Luminosity Blend
  • Normal Blend
  • Source Over Blend
  • Alpha Blend
  • Non Maximum Suppression
  • Thresholded Non Maximum Suppression
  • Directional Non Maximum Suppression
  • Opacity
  • Weak Pixel Inclusion Filter
  • Color Matrix
  • Directional Sobel Edge Detection
  • Lookup
  • Tone Curve (*.acv files)

Others

  • Texture 3x3
  • Gray Scale

Gradle

Make sure that you run the clean target when using maven.

gradle clean assemble

License

Copyright 2018 CyberAgent, Inc.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

About

Android filters based on OpenGL (idea from GPUImage for iOS)

Topics

Resources

Code of conduct

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Sponsor this project

Packages

Contributors

Languages